Aiming to merge the quality gap between previz and final cut sequences, IKinema LiveAction allows Performance Artists to interact with pre-designed high res CG environments, including animated characters and props. LiveAction is set to make the workflows between Directors, Performance and Maya Artists a streamlined, faster and more creatively instinctive process for real-time performances.
Driving LiveAction’s core engine is the superior RunTime solver. Flexibility is enabled by the real-time retargeting and marker solving capabilities, and the quality rendering engine that is capable of playing high resolution Maya designed and exported FBX scenes.
Intended as open platform, Developers will have the freedom to modify and customize the core code and shaders depending on the projects needs. Pipelines equipped with such malleable technology, will see scope for more creative and technical objectives unavailable in traditional methods. Based on OpenGL, LiveAction will be compatible with Linux, Mac and Windows platforms.
Use out of the box, or enhance, customise and modify the LiveAction code, shaders and renderer to adapt to your pipeline and needs. LiveAction is equipped with several streaming interfaces to standard Mocap systems but this can be extended with your own interfaces. Use solvers on background, keyframed, characters and procedurally animate for full interaction during live takes
Available in Fall, 2012; For more information email info@ikinema.com.